Morroblivion Overhaul by Diana TES GotH is now located on the STEP Wiki. Now users can simply follow the guide from the website instead of having to download a document. Users are encouraged to register on the STEP Wiki forum for any discussion and support related to this guide.

Feedback is welcome. Some of the instructions may be confusing. I am trying to make certain that I keep Steam Users, as well as Mod Organizer Users in mind with the instructions.

I will leave the original guide documents here on this forum, however I will not be uploading any new versions as it is simply more convenient to edit the website as needed. This means it will be more convenient for users as well.

I had to take a break from testing out my mod setup due to my laptop consistently overheating. (I have future plans to build myself a gaming system setup, but for now I am just playing with what I have.) I bought a "Cooler Master NotePal U3 PLUS - Gaming Laptop Cooling Pad with 3 Moveable High Performance Fans" and it seems to be running much better now. I was able to play through for 2 hours this morning without a CTD, but my play through was mostly for testing purposes and only through the Blades Training quest.

I will try to keep this thread updated with any changes I make to the manual as I play through Morroblivion.

Your guide helped me a lot! Although I recommend you revise your Wyre Bash piece as it was a little hard to understand, after downloading the Wyre Bash pictorial guide on nexus I fully understood how to use it properly.
I have a question regarding your guide if you have the time to answer, after every few mods you install you say to run boss, rebuild the bashed patch and to run the lod gen, I'm just wondering why they have to be run so many times and not just once after you conclude a section and ready to test the game?
Doing that procedure so many times makes it take forever to install everything.
I begun with part 1 yesterday at about 7PM and at 1 AM i was just about done with the Shaders & Graphics part, given though that most of the time I was learning how to use all the tools and how BAIN's need to be structured etc.
Eitherway I would just like to thank you for the incredibly detailed guide you put together :)

You are very welcome. I am still gradually revising the guide as I continue to play through it myself. As far as after every few mods you install running boss, rebuilding the bashed patch and to running the lod gen, I learned the hard way that when I overwhelmed with too many mods at once it would lock up or freeze on me.

I will revisit all of this guide, especially Wrye Bash, as I continue to play through myself. Thank you very much for the suggestions to improve this guide. I am very glad it is helping others.

Lately I have been playing around with modding in the TESIV Construction Set and totally messed up my Morroblivion game. As I forgot to back up my files, I will have to perform a fresh install. I will follow my own guide while doing this and edit the guide as I do so. I should have the revised guide posted by the end of the week.

do you think that this guide can work with fcom, instead of only francesco, or can be crash,or bugging, the game?(i want to use fcom substantially because contains not only francesco, but even mmm and ooo)

the only things that i would like to change in this guide are: fcom with fundament and enhanced economy, can that be work? or is better only francesco?if it's not possible to installing fcom, what kind of mod do you suggest for expand the type of creatures in the oblivion world?

Overhauls: FCOM, OOO, Francesco's, MMM, Unique Landscapes, Better Cities, COBL etc. usually work fine because they don't usually impact the Morrowind worldspace. However, some of these overhauls, particularly FCOM, make many changes to the game's mechanics, such as leveling, economics, and guard behavior, so be careful. You should either: carefully consider what each option does when you are installing FCOM, OR: just track down and install the components of FCOM that you really want separately, and don't install FCOM at all. Enhanced Economy typically works fine when in Morrowind.

Custom races: should work fine, unless there are any Morrowind quests that rely on the character being a specific race. If you run into a problem when playing with a custom race, please post it.

Gameplay and Combat mods: some may or may not work right - more testing is needed on these types of mods - Deadly Reflex should work just fine (so try it yourself!). Compatibility of other combat mods (Duke Patrick's et al.) are unknown but they should work. Stealth Overhaul is reported to be working fine.

the only things that i would like to change in this guide are: fcom with fundament and enhanced economy, can that be work? or is better only francesco?if it's not possible to installing fcom, what kind of mod do you suggest for expand the type of creatures in the oblivion world?

I have learned how to successfully mod Morroblivion with Mod Organizer. I can try to see how well these mods perform on my system and let you know. It may take me a few days to test. I am looking into some more current mods right now and I will update the guides I create with any new info I can provide. Thank you for the suggestions.

September 18, 2016 Revised Sections I: Install Instructions through V: FCOM Expanded. The guide will be updated incrementally as each section is revised. View details in the original post.

One of the things that I have learned over time is that if you fail to sort the BOSS User Rules properly, CTDs can occur more frequently. I am adding a BOSS User Rule Section at the end of each section as needed.

I already have too many mods in my load order, so I'm going to play around with moving some of them around and merging plugins. I'll update the guide with what works. If anyone has suggestions or recommendations, please share them and I'll try them out.

The first thing I am going to try is moving the "Other Quests" section to the end, and work with mods that are installed to figure out what will merge well together.

Revised Sections I. through V. Meticulously reviewed the BOSS Log Bash Tag Suggestions and noted them for each mod. Moved the Quests sections to be installed later in the guide, if I can merge enough plugins to make room for them.

So far it looks like the TES4Edit Merged Patch is going to be the best route for the FCOM Expanded mods. My game launched as it should. Keeping my fingers crossed.

You minimum requisites are uite exaggerated (With a Intel Core Duo Quad Q6600 at 2,5 Ghz, 4 GB of ddr2 ram, 1GB Vram I can play a full modded Oblivion Very good) Also the display resolution is by no way a requisite! (Also the recommend display resolution for a 4:3 screen is 1024x900)

I don't recommend setting a preset from Oblivion LAuncher as some settings are not setted properly sometimes.

OBlivion Reloaded allow to play with Antialiasing and HDR.

the bAllow30Shaders isn't read by the engine at all. Also changing shader packages not only doesn't activate 3.0 shader model (as OBlivion doesn't have them), but it is know to cause graphical glitches, expecially with newer drivers.

Recent Nvidia drivers, on windows 10 (Redstone update, don't know about previouses builds), on some GPUs may cause OBlivion to fail to recognize the GPU.

The next Oblivion Reloaded version fix this issue and activate real shader model 3.0. It shoud be released today.

You should also not force anithing except anisotropic filtering and vsync on Nvidia inspector,Ge Force Experience or AMD/ATI similar tools.

Nexus mod manager cannot install correctly most Oblivion mods

Double check Bashed PAtch as sometimes bug can be triggered.

I don't recommend using external tool to instll drivers. Use only official tool unless you know what you are doing.

llde, thank you very much for reviewing my guide. Most of the information I have collected has been pieced together from a variety of other sites, because I am an amateur modder. I have been hoping someone experienced in modding Oblivion would review my work and point out needed changes. I am still learning as I go and trying to pass along the information I gather. I will edit the guide to include your suggestions.

October 21, 2016 Updated sections I through XII. While creating a Merged Patch in TES4Edit, I discovered some changes that needed to be made and noted them in each relevant section. Many of the changes relate to editing BOSS User Rules. Section XII: xEdit Resolving Conflicts and Merged Patch is completed. If you notice any changes that need to be made, just post a comment to let me know.

Also, TES Alliance has a message out to Team Alpha regarding Martigen's Monster Mod not being currently available. Hopefully this will be resolved soon.

Thanks again for maintaining such a comprehensive guide for modding Oblivion/Morroblivion! I really like using the guide as reference when installing new mods. Recently, I started from a clean install and decided to try to use the guide from start to finish. During the process, I figured out some new things and decided to write up some suggestions for the guide. I'll try to order and organize these suggestions by sections from the guide:

II. Installation Essential Utilities:
2. BOSS:
-You only need to download boss_installer.7z, extract and run "BOSS Installer.exe".
-Rename "boss_gui.exe" to "boss gui.exe" to workaround a bug in Wrye Bash when trying to launch BOSS GUI. NOTE: A bug still exists in Wrye Bash which will cause Wrye Bash to think "Launch using GUI" is still on after it is unchecked. Uncheck this option then exit/restart Wrye Bash for it to launch without GUI.

12. Champollion:
-You only need this for Skyrim since Oblivion doesn't use Papyrus scripting. Merge-Plugins will work for Oblivion without it.

16. Oblivion.ini Tweaks:
-Check out Wrye Bash's INI Edits tab, many of your Oblivion.ini edits can easily be enabled/disabled through this tab. Just put a check mark next to the tweak you want to make. Green means that those edits are already in the INI file. And what's even better is that you can add your custom tweaks to it! I'm including a INI file with your custom tweaks (except for the sInvalidationFile line, which Wrye Bash will highlight orange and ignore). Just add this file to the "Oblivion\Data\INI Tweaks" directory. Now, instead of copying the Oblivion.ini from your Desktop, just switch to the INI Edits tab and put a checkmark on your custom INI Tweaks! Here is more info on how to use it: Wrye Bash INI Edits. I'll upload the INI Tweaks that I use most in a separate post below.

​III. Mod Installation
​21. Oblivion Reloaded:
-Instead of manually modifying the INI files, make custom INI tweak files in the "Oblivion\Data\INI Tweaks" directory which can be used by Wrye Bash's INI Edits Tab. I will supply a few in a separate post below. Now go to the Wrye Bash INI Edits tab. Click the drop-down box in the top right corner and select "Browse..." then navigate to and open "Oblivion\ini\OblivionReloadedESP.ini". Your custom INI Tweak file should now be in green. Put a checkmark to activate it. Back in the Installers tab, the Oblivion Reloaded package is now in yellow. That's okay - it means that Wrye Bash has detected that some installed files have changed from what is in the archive. If you go to the Mismatched tab on the right panel, you will see "Ini\OblivionReloadedESP.ini" and "OBSE\Plugins\OblivionReloaded.ini" are listed. If you want to restore the original files and replace mismatched files, right-click on that package and select "Install". This will replace mismatched files except for files which show up in the Conflicts tab with a higher priority / install order.

BOSS User Rules:
- Instead of adding BOSS Rules based on position relative to specific files, add Rules based on the built-in BOSS groups. These groups are listed in the masterlist.txt (open with WordPad to see it formatted properaly, Notepad will show you a mess). Some useful groups to know are "Morroblivion", "Pre Bash", "Post Bashed Patch" and "Map Changes". The "Morroblivion" group is a good place to put mods that are dependent on Morrowind_ob.esm/esp. The "Pre Bash" group is a good place to put mods which you want to load immediately before the Bashed Patch is loaded (and thus overriding all other mods which will be merged/imported into the Bashed Patch). "Map Changes" is a group which gets loaded after the Bashed Patch, and thus will preserve any custom map changes. "Post Bashed Patch" is a group which is similar to "Map Changes" but more generic. I personally make an over-ride rule to move the "Map Changes" group to be loaded after "Post Bashed Patch" (the default is to load Map Changes prior to the Post Bashed Patch group. I also make an override rule to move "Morroblivion" to right before "Pre Bash" -- that way, the Morroblivion mods are easier to find.

Here are some custom INI Tweaks that I've found very convenient. Description and download below. The file can be installed like a normal mod in Wrye Bash. To use these tweaks, switch to the INI Edits tab in Wrye Bash. The drop-down in the upper-right corner is the current INI file you will be changing. Click the dropdown and select one of the INI files below. The usable tweaks automatically show up in the far-left panel. If a custom tweak is greyed out but you are certain it was made for the currently selected INI file, then you can force apply it anyway by right clicking the "File" Heading and selecting "Allow Tweaks with New Lines". WARNING: if force apply a tweak this way, the Wrye Bash display gets corrupted and will no longer update the INI file appropriately. If this happens, you should exit/reload the app in order for the INI display to update again.

For Data\OBSE\Oblivion\Plugins\OblivionReloaded.ini
- Shaders All Off - turn all shaders off for testing. This is useful, since you can't enable/disable shaders in-game (only effects).
- Shaders All On - turn all shaders on. Tip: Edit this to turn on just your favorites.
- ScreenshotKey Reset - useful if you have the bug which sets this value to "W".
- SaveSettings On - Allow in-game save settings for OR.
- SaveSettings Off - turn in-game save settings off, Tip: use this to experiment without making changes permanent.
- Auto Equip On (Off) - enable/disable the equipment modes. Must use this with the OblivionReloadedESP.ini settings below.
- First Person Body On (Off) - enable/disable the OR custom first person camera mode which shows the player's body.

October 24, 2016: Restructured Sections and the installation order for some mods in preparation to merge plugins in order to make room for other mods including, immersive environments, landscape changes, items, ect... Implemented some changes recommended by llde and ponyrider0. Sections I through VII appear to test fine. Sections VIII through XVII are still a draft and a work in progress.

Note that Kvatch rebuilt b6 must be installed BEFORE Kvatch Rebuilt Resources. the bsa in the b6 file went corrupted during upload, and a small error on packaging was made, so published only the updated bsa. In the next version I plan to upload only an updated esp keeping the resource file separated.

Also With the last version of EngineBugFixes (v1.4) you don't need anymore Morroblivion(or any other esm mod as Dibella's Watch) loaded in 01 index. This infamous bug is finally fixed!

Note that Kvatch rebuilt b6 must be installed BEFORE Kvatch Rebuilt Resources. the bsa in the b6 file went corrupted during upload, and a small error on packaging was made, so published only the updated bsa. In the next version I plan to upload only an updated esp keeping the resource file separated.

Also With the last version of EngineBugFixes (v1.4) you don't need anymore Morroblivion(or any other esm mod as Dibella's Watch) loaded in 01 index. This infamous bug is finally fixed!

October 27, 2016 Completed the edits and revision to sections IX. xEdit Merge Plugins through section XI. Landscape Changes. Currently a total of 60 plugins have been merged into one. Limited testing has been successful.

The final phase (still a WIP) is to finalize MyMergedMods.esp and resolve any conflicts with xEdit. Even with all 327 packages with a total of 337 plugins, by the end of this guide only 193 plugins will be active. This will leave you room enough to experiment with at least 62 more mods.

I'm going to take a break from this project for a while. I want to learn more about game development and creating my own mods. I'll check back in from time to time. If you need me to look something over just send me a message and I will respond as soon as I can. Happy Gaming